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Add Anti-Aliased Corner Radius (#18)
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parent
3b287a73b9
commit
c1f4cf17db
5 changed files with 76 additions and 189 deletions
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@ -140,7 +140,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgba.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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renderer->shaders.tex_rgba.width = glGetUniformLocation(prog, "width");
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renderer->shaders.tex_rgba.height = glGetUniformLocation(prog, "height");
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renderer->shaders.tex_rgba.position = glGetUniformLocation(prog, "position");
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renderer->shaders.tex_rgba.radius = glGetUniformLocation(prog, "radius");
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prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
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renderer->shaders.tex_rgbx.program = prog;
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@ -152,7 +155,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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renderer->shaders.tex_rgbx.width = glGetUniformLocation(prog, "width");
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renderer->shaders.tex_rgbx.height = glGetUniformLocation(prog, "height");
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renderer->shaders.tex_rgbx.position = glGetUniformLocation(prog, "position");
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renderer->shaders.tex_rgbx.radius = glGetUniformLocation(prog, "radius");
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prog = link_program(tex_vertex_src, tex_fragment_src_external);
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renderer->shaders.tex_ext.program = prog;
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@ -164,7 +170,11 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_ext.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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renderer->shaders.tex_ext.width = glGetUniformLocation(prog, "width");
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renderer->shaders.tex_ext.height = glGetUniformLocation(prog, "height");
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renderer->shaders.tex_ext.position = glGetUniformLocation(prog, "position");
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renderer->shaders.tex_ext.radius = glGetUniformLocation(prog, "radius");
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prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
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wlr_egl_unset_current(renderer->egl);
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@ -218,9 +228,9 @@ void fx_renderer_scissor(struct wlr_box *box) {
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Rendering Functions
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*************************/
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
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const float matrix[static 9], float alpha, int radius) {
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
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const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
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float alpha, int radius) {
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assert(wlr_texture_is_gles2(wlr_texture));
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struct wlr_gles2_texture_attribs texture_attrs;
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@ -260,7 +270,8 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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if (!texture_attrs.has_alpha && alpha == 1.0) {
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// if there's no opacity or rounded corners we don't need to blend
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if (!texture_attrs.has_alpha && alpha == 1.0 && !radius) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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@ -276,12 +287,17 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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glUniform1i(shader->discardOpaque, 0); // TODO
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const GLfloat x1 = box->x / wlr_texture->width;
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const GLfloat y1 = box->y / wlr_texture->height;
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const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
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const GLfloat y2 = (box->y + box->height) / wlr_texture->height;
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// rounded corners
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glUniform1f(shader->width, dst_box->width);
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glUniform1f(shader->height, dst_box->height);
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glUniform2f(shader->position, dst_box->x, dst_box->y);
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glUniform1f(shader->radius, radius);
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const GLfloat x1 = src_box->x / wlr_texture->width;
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const GLfloat y1 = src_box->y / wlr_texture->height;
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const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
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const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height;
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const GLfloat texcoord[] = {
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x2, y1, // top right
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x1, y1, // top left
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@ -289,23 +305,6 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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x1, y2, // bottom left
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};
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glUniform2f(
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glGetUniformLocation(shader->program, "topLeft"),
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radius,
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radius
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);
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glUniform2f(
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glGetUniformLocation(shader->program, "bottomRight"),
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wlr_texture->width - radius,
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wlr_texture->height - radius
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);
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glUniform2f(
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glGetUniformLocation(shader->program, "fullSize"),
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wlr_texture->width,
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wlr_texture->height
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);
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glUniform1f(glGetUniformLocation(shader->program, "radius"), radius);
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glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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@ -322,15 +321,15 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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return true;
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}
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bool fx_render_texture_with_matrix(struct fx_renderer *renderer,
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struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha, int radius) {
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struct wlr_fbox box = {
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bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
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const struct wlr_box *dst_box, const float matrix[static 9], float alpha, int radius) {
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struct wlr_fbox src_box = {
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.x = 0,
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.y = 0,
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.width = wlr_texture->width,
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.height = wlr_texture->height,
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};
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return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha, radius);
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return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, dst_box, matrix, alpha, radius);
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}
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void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) {
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@ -344,7 +343,7 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, con
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// TODO: investigate why matrix is flipped prior to this cmd
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// TODO: investigate why matrix is flipped prior to this cmd
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// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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@ -369,4 +368,3 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, con
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glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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}
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@ -122,9 +122,9 @@ static void render_texture(struct wlr_output *wlr_output,
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scissor_output(wlr_output, &rects[i]);
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set_scale_filter(wlr_output, texture, output->scale_filter);
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if (src_box != NULL) {
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fx_render_subtexture_with_matrix(renderer, texture, src_box, matrix, alpha, corner_radius);
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fx_render_subtexture_with_matrix(renderer, texture, src_box, dst_box, matrix, alpha, corner_radius);
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} else {
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fx_render_texture_with_matrix(renderer, texture, matrix, alpha, corner_radius);
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fx_render_texture_with_matrix(renderer, texture, dst_box, matrix, alpha, corner_radius);
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}
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}
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